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\begin{document}
%\title{CS-440 ACG - Exercise 2}
%\author{Mihai Moraru, Kostiantyn Pupykin}
%\date{December 7, 2011}
%\maketitle
\begin{center} \huge CS-440 ACG -- Exercise 6\end{center}
\begin{center} Mihai Moraru, Kostiantyn Pupykin\end{center}

\section*{Overiew}
We recall the basic idea of our project which is a bridge building simulation.
The aspects we seek to focus on are:
\begin{itemize}
	\item user interaction
	\item physics simulation
	\item procedural terrain generation
	\item procedural cloud generation
\end{itemize}



\section*{Physics}

Based on the comparison seen in the lecture and on information avaialble on the Internet we decided to use Verlet integration for our simulations.
Although Verlet integration is usually used for cloth simulation, we reckon that it can be used to simulate for more rigid objects too.

Until now we prototyped the physics engine. Preliminary testing shows that the engine works for cloth. We need to find good parameters to make it work for more rigid bodies. We must also implement damping.

We will further need to integrate physics with user interaction.

\begin{figure}[h]
        \caption{Physics simulation}
        \centering
        \subfloat[Time t1] {
                \includegraphics[type=png,ext=.png,read=.png,width=.45\textwidth]{t1}
        }
        \qquad
        \subfloat[Time t2] {
                \includegraphics[type=png,ext=.png,read=.png,width=.45\textwidth]{t2}
        }
        \qquad
        \subfloat[Time t3] {
                \includegraphics[type=png,ext=.png,read=.png,width=.45\textwidth]{t3}
        }
\end{figure}

\section*{Terrain}
We plan to use the procedural terrain in Exercise 5 (currently hybrid multifractal, but we'll experiment with other algorithms too).
We impose constraints for the rail and then interpolate with the generated terrain to obtain the final surface.

\section*{Sky}

Some documentation shows that we could use Perlin noise to generate a texture. Then we apply this texture on a sky dome.

\end{document}
